Login
Forum Replies Created
-
AuthorPosts
-
Sky
ParticipantThe knock back should not work on Orcs. They are supposed to be immune to knock back.
You sure about that? Was it not only the big orcs immune?
Besides nice tactics, never tried to make a full party with this setup but having few of such guys in my games. They do work perfectly. As someone already said in BB the only real limit is your imagination for tactics, almost anything works if you can play it out.
Sky
Participant7) Typo
Typo in the delivery message of the patrol quest.
8) Game stopped responding
Saw the guards chasing a group of bandits, when ambushed them the guards were not in range so instead going alone decided to reattack when guards closer. After pressing the CANCEL button on the attack screen game stopped responding. Here is the end of the log:Location entered: Dunkelwald
02:50:57
Resource
Loading: music/village_01.ogg
02:51:00
SQ
0
02:51:01
Resource
Unloading: music/worldmap_06.ogg
02:51:12
Resource
Loading: music/worldmap_09.ogg
02:51:16
Resource
Unloading: music/village_01.ogg
02:51:18
SQ
contract removed: 36
02:51:22
SQ
contract removed: 37
02:51:25
SQ
contract added: Destroy Goblin Camp
02:51:25
SQ
contract added: Investigate Cemetery
02:51:27
SQ
Location forfeited combat – no defenders in spawnlist!Attachments:
Sky
Participant6) Unit stacks
Towns spawn units but when they return instead of immidiately disappearing all the time they start stacking up for some reason. This is especially true at a war region where a lot of fighting is going on with bandits or other factions. From time to time they are triggered to disappear tho.Attachments:
Sky
ParticipantSky
Participant4) Map tile flickering
Attachments:
Sky
Participant3) 0 hp
After equiping a new guy with a broken axe his hp became 0.Attachments:
Sky
Participant2) Walking over water
Not sure if this supposed to happen.Attachments:
Sky
Participant1) Same faction leader twice
At the factions menu one of the house has same character twice. Both in visual representation and in name.Attachments:
Sky
ParticipantMostly true. I have always 2 archers as a minimum. One of them is the commander-rally man with armor penetration-tohit chance from offense, having sidestep to escape enemy zones, vampires do not scare him at all. The other one is the high initiative high fatigue no armor glasscannon with focus fire and frenzy. He can kill up to 5 enemies in the very first turn if lucky, averages around 3. He is not afraid of anyone either. All who come in close are clubbed to death with focus instantly, be that a mere bandit a werewolf or a vampire. The commander one having rally means I can freely move around him and pay less attention to fatigue of others while his 2 shots are worth considerably less than the rally horn. They both don’t like shields, but have the armor damage skill so only the real hard enemies are a moderate problem as orc warriors or leaders they go down in 5-7 turns. With skeletons their only use is to shot down any non skeletal enemy and destroy the armor of fallen ones. The other 1-2 archers are situational, trying new skill setups and they are the ones who die usually. They are the bait for ghouls vamps wolves etc. With medium armor and shields.
When the enemy clusters up is a want to scenario after the one when you have the higher ground. You don’t have to hit, just aim in the middle and some will get it anyway. The shielded ones are harder at least at start or without the offense tohit skill. With it the secound one is most of the time a garanteed hit. With a good skill setup your archer can be a mobile unit flanking and moving around shoting between your lines. This aspect is my favorite, I like the assaulting fast moving melee aswell.
The role of the archers deminishes with time, at the start they are a very powerful ranged unit when enemy has no armor and your guys are squishy sacrafices. They save a lot of brothers and win battles that would be lost otherwise. At mid without a concrete role they start to lose their value rapidly. They can’t penetrate shields or strong armor. At late they are 1-2 shoting an enemy of the weaker type. They are great against ghouls and wolves. I try to use them to snipe the enemy range units or fleeing ones so I do not have to case em for an other 10 minutes. For now.
It is quite satisfying when you start off in row and explode into movement, intercepting incoming enemies with your line fighters and surround them with archers and light assaults. It is not an easy task but satisfying as whatever you like the fourth most.
Sky
ParticipantAs long as they are optional sure. Nothing is more annoying than the endless pauses.
Sky
ParticipantHad the berserker with the fury skill too. Same problem every time. Was with my 2h swordsmans they are the ones I give both skills.
Sky
Participantc) The more agile/experienced/ready/anticipating/trained one.
Sky
Participantup
Ps. the mom was meant to be homam (heroes of might and magic) the early days.
Sky
ParticipantIn my experience it has a use mid combat when you already have killed off few enemies. If lucky you can make the already wavering enemy flee or further decrease the morale for the debuff. If you were waiting for a 1hit flee effect well this is not it. The more hits youa re able to make a round the more opportunity you have to route your enemy. For a test all you need to do is get a guy with focus and fearsome, get tons of fatigue and chop away.
Sky
ParticipantNever happened to me, so far the decapitations from both sides were on low armor head gears. The only time a decapitation happened to a better helm was while it was damaged and my other brother swinged across.
-
AuthorPosts









